Difference between revisions of "Talk:Shield"

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(Shield 'damage' table)
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::Congratulations, you have found the same concern as I had. More factors that would make such a thing harder to test are for example shield health renegation.
 
::Congratulations, you have found the same concern as I had. More factors that would make such a thing harder to test are for example shield health renegation.
 
::I might try some more heavy-hitters first tho, since you can see their damage much more easily. I'm just not sure if it's worth it. --[[User:TGYoshi|TGYoshi]] 20:31, 24 October 2011 (UTC)
 
::I might try some more heavy-hitters first tho, since you can see their damage much more easily. I'm just not sure if it's worth it. --[[User:TGYoshi|TGYoshi]] 20:31, 24 October 2011 (UTC)
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:::Shield regeneration is a potential issue, but my previous tests suggest that shields don't begin regenerating until a couple seconds after they stop taking damage, so if you're getting hit rapidly enough it may not come up.
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:::If you can't manage that, though, you may only be able to say what color the shield is after a single hit.  But that might still be interesting data for heavy hitters. --[[User:Antistone|Antistone]] 23:16, 24 October 2011 (UTC)

Revision as of 23:16, 24 October 2011

Shield 'damage' table

Since we have sword damage tables, this could be possible for shields as well. Of course, this will be some esiminated value, I guess a percent amount of how much shield health is taken after a hit by a [insert name here]. Like this you're able to see how effective a shield is, in relationship to their bonus stats. (I heard Barbarous Thorn Shield can't take many piercing hits at all, for example) --TGYoshi 06:35, 24 October 2011 (UTC)

Recording weapon damage is as simple as reading a number displayed on your screen and writing it down. To get anything approaching accuracy for shields, you'd need to do actual controlled experiments, which sounds like a lot more work. But if you want to try anyway, I say go for it!
I would start by doing an experiment with very weak attacks to try to figure out approximately what shield health percentages each of the bubble colors corresponds to (they're probably just broken up into brackets of 25%, but you should confirm). That should make subsequent testing easier and more accurate. --Antistone 07:22, 24 October 2011 (UTC)
Congratulations, you have found the same concern as I had. More factors that would make such a thing harder to test are for example shield health renegation.
I might try some more heavy-hitters first tho, since you can see their damage much more easily. I'm just not sure if it's worth it. --TGYoshi 20:31, 24 October 2011 (UTC)
Shield regeneration is a potential issue, but my previous tests suggest that shields don't begin regenerating until a couple seconds after they stop taking damage, so if you're getting hit rapidly enough it may not come up.
If you can't manage that, though, you may only be able to say what color the shield is after a single hit. But that might still be interesting data for heavy hitters. --Antistone 23:16, 24 October 2011 (UTC)
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